/*
 * Copyright (C) 2005-2012 MaNGOS <http://getmangos.com/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "Object.h"
#include "SharedDefines.h"
#include "WorldPacket.h"
#include "Opcodes.h"
#include "Log.h"
#include "World.h"
#include "Creature.h"
#include "Player.h"
#include "ObjectMgr.h"
#include "ObjectGuid.h"
#include "UpdateData.h"
#include "UpdateMask.h"
#include "Util.h"
#include "MapManager.h"
#include "Log.h"
#include "Transports.h"
#include "TargetedMovementGenerator.h"
#include "WaypointMovementGenerator.h"
#include "VMapFactory.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"

#include "ObjectPosSelector.h"

#include "TemporarySummon.h"

Object::Object( )
{
    m_objectTypeId      = TYPEID_OBJECT;
    m_objectType        = TYPEMASK_OBJECT;

    m_uint32Values      = 0;
    m_uint32Values_mirror = 0;
    m_valuesCount       = 0;

    m_inWorld           = false;
    m_objectUpdated     = false;
}

Object::~Object( )
{
    if(IsInWorld())
    {
        ///- Do NOT call RemoveFromWorld here, if the object is a player it will crash
        sLog.outError("Object::~Object (GUID: %u TypeId: %u) deleted but still in world!!", GetGUIDLow(), GetTypeId());
        MANGOS_ASSERT(false);
    }

    if(m_objectUpdated)
    {
        sLog.outError("Object::~Object (GUID: %u TypeId: %u) deleted but still have updated status!!", GetGUIDLow(), GetTypeId());
        MANGOS_ASSERT(false);
    }

    if(m_uint32Values)
    {
        //DEBUG_LOG("Object desctr 1 check (%p)",(void*)this);
        delete [] m_uint32Values;
        delete [] m_uint32Values_mirror;
        //DEBUG_LOG("Object desctr 2 check (%p)",(void*)this);
    }
}

void Object::_InitValues()
{
    m_uint32Values = new uint32[ m_valuesCount ];
    memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32));

    m_uint32Values_mirror = new uint32[ m_valuesCount ];
    memset(m_uint32Values_mirror, 0, m_valuesCount*sizeof(uint32));

    m_objectUpdated = false;
}

void Object::_Create(uint32 guidlow, uint32 entry, HighGuid guidhigh)
{
    if(!m_uint32Values)
        _InitValues();

    ObjectGuid guid = ObjectGuid(guidhigh, entry, guidlow);
    SetGuidValue(OBJECT_FIELD_GUID, guid);
    SetUInt32Value(OBJECT_FIELD_TYPE, m_objectType);
    m_PackGUID.Set(guid);
}

void Object::SetObjectScale(float newScale)
{
    SetFloatValue(OBJECT_FIELD_SCALE_X, newScale);
}

void Object::SendForcedObjectUpdate()
{
    if (!m_inWorld || !m_objectUpdated)
        return;

    UpdateDataMapType update_players;

    BuildUpdateData(update_players);
    RemoveFromClientUpdateList();

    WorldPacket packet;                                     // here we allocate a std::vector with a size of 0x10000
    for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
    {
        iter->second.BuildPacket(&packet);
        iter->first->GetSession()->SendPacket(&packet);
        packet.clear();                                     // clean the string
    }
}

void Object::BuildMovementUpdateBlock(UpdateData * data, uint8 flags ) const
{
    ByteBuffer buf(500);

    buf << uint8(UPDATETYPE_MOVEMENT);
    buf << GetObjectGuid();

    BuildMovementUpdate(&buf, flags);

    data->AddUpdateBlock(buf);
}

void Object::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const
{
    if(!target)
        return;

    uint8  updatetype   = UPDATETYPE_CREATE_OBJECT;
    uint8 updateFlags  = m_updateFlag;

    /** lower flag1 **/
    if(target == this)                                      // building packet for yourself
        updateFlags |= UPDATEFLAG_SELF;

    if(updateFlags & UPDATEFLAG_HAS_POSITION)
    {
        // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
        if (isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
            updatetype = UPDATETYPE_CREATE_OBJECT2;

        // UPDATETYPE_CREATE_OBJECT2 for pets...
        if (target->GetPetGuid() == GetObjectGuid())
            updatetype = UPDATETYPE_CREATE_OBJECT2;

        // UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
        if (isType(TYPEMASK_GAMEOBJECT))
        {
            switch(((GameObject*)this)->GetGoType())
            {
                case GAMEOBJECT_TYPE_TRAP:
                case GAMEOBJECT_TYPE_DUEL_ARBITER:
                case GAMEOBJECT_TYPE_FLAGSTAND:
                case GAMEOBJECT_TYPE_FLAGDROP:
                    updatetype = UPDATETYPE_CREATE_OBJECT2;
                    break;
                case GAMEOBJECT_TYPE_TRANSPORT:
                    updateFlags |= UPDATEFLAG_TRANSPORT;
                    break;
                default:
                    break;
            }
        }
    }

    //DEBUG_LOG("BuildCreateUpdate: update-type: %u, object-type: %u got updateFlags: %X", updatetype, m_objectTypeId, updateFlags);

    ByteBuffer buf(500);
    buf << (uint8)updatetype;
    buf << GetPackGUID();
    buf << uint8(m_objectTypeId);

    BuildMovementUpdate(&buf, updateFlags);

    UpdateMask updateMask;
    updateMask.SetCount(m_valuesCount);
    _SetCreateBits(&updateMask, target);
    BuildValuesUpdate(updatetype, &buf, &updateMask, target);
    data->AddUpdateBlock(buf);
}

void Object::SendCreateUpdateToPlayer(Player* player)
{
    // send create update to player
    UpdateData upd;
    WorldPacket packet;

    BuildCreateUpdateBlockForPlayer(&upd, player);
    upd.BuildPacket(&packet);
    player->GetSession()->SendPacket(&packet);
}

void Object::BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const
{
    ByteBuffer buf(500);

    buf << uint8(UPDATETYPE_VALUES);
    buf << GetPackGUID();

    UpdateMask updateMask;
    updateMask.SetCount(m_valuesCount);

    _SetUpdateBits(&updateMask, target);
    BuildValuesUpdate(UPDATETYPE_VALUES, &buf, &updateMask, target);

    data->AddUpdateBlock(buf);
}

void Object::BuildOutOfRangeUpdateBlock(UpdateData * data) const
{
    data->AddOutOfRangeGUID(GetObjectGuid());
}

void Object::DestroyForPlayer( Player *target ) const
{
    MANGOS_ASSERT(target);

    WorldPacket data(SMSG_DESTROY_OBJECT, 8);
    data << GetObjectGuid();
    target->GetSession()->SendPacket(&data);
}

void Object::BuildMovementUpdate(ByteBuffer * data, uint8 updateFlags) const
{
    uint32 moveFlags = MOVEFLAG_NONE;

    *data << uint8(updateFlags);                            // update flags

    if (updateFlags & UPDATEFLAG_LIVING)
    {
        if( m_objectTypeId==TYPEID_PLAYER && ((Player*)this)->GetTransport())
        {
            moveFlags |= MOVEFLAG_ONTRANSPORT;
        }

        *data << uint32(moveFlags);                         // movement flags
        *data << uint32(WorldTimer::getMSTime());           // time (in milliseconds)
    }

    if (updateFlags & UPDATEFLAG_HAS_POSITION)                     // 0x40
    {
        if (m_objectTypeId==TYPEID_PLAYER && ((Player *)this)->GetTransport())
        {
            *data << float(((Player *)this)->GetTransport()->GetPositionX());
            *data << float(((Player *)this)->GetTransport()->GetPositionY());
            *data << float(((Player *)this)->GetTransport()->GetPositionZ());
            *data << float(((Player *)this)->GetTransport()->GetOrientation());

            *data << ObjectGuid(((Player*)this)->GetTransport()->GetObjectGuid());
            *data << float(((Player*)this)->GetTransOffsetX());
            *data << float(((Player*)this)->GetTransOffsetY());
            *data << float(((Player*)this)->GetTransOffsetZ());
            *data << float(((Player*)this)->GetTransOffsetO());
        }
        else if (GetObjectGuid().GetHigh() == HIGHGUID_TRANSPORT)
        {
            *data << float(0);
            *data << float(0);
            *data << float(0);
            *data << float(((WorldObject*)this)->GetOrientation());
        }
        else
        {
            *data << float(((WorldObject*)this)->GetPositionX());
            *data << float(((WorldObject*)this)->GetPositionY());
            *data << float(((WorldObject*)this)->GetPositionZ());
            *data << float(((WorldObject*)this)->GetOrientation());
        }
    }

    if (updateFlags & UPDATEFLAG_LIVING)                    // 0x20
    {
        Unit *unit = ((Unit*)this);

        *data << (float)0;

        if (moveFlags & 0x2000)                             //update self
        {
            *data << (float)0;
            *data << (float)1.0;
            *data << (float)0;
            *data << (float)0;
        }

        // Unit speeds
        *data << float(unit->GetSpeed(MOVE_WALK));
        *data << float(unit->GetSpeed(MOVE_RUN));
        *data << float(unit->GetSpeed(MOVE_SWIM_BACK));
        *data << float(unit->GetSpeed(MOVE_SWIM));
        *data << float(unit->GetSpeed(MOVE_RUN_BACK));
        *data << float(unit->GetSpeed(MOVE_TURN_RATE));

        if( m_objectTypeId==TYPEID_UNIT )
        {
            uint8 PosCount=0;
            if(moveFlags & 0x400000)
            {
                *data << (uint32)0x0;
                *data << (uint32)0x659;
                *data << (uint32)0xB7B;
                *data << (uint32)0xFDA0B4;
                *data << (uint32)PosCount;
                for(int i=0;i<PosCount+1;i++)
                {
                    *data << (float)0;                      //x
                    *data << (float)0;                      //y
                    *data << (float)0;                      //z
                }
            }
        }
    }

    if (updateFlags & UPDATEFLAG_ALL)                       // 0x10
    {
        *data << (uint32)0x1;
    }

    // 0x2
    if(updateFlags & UPDATEFLAG_TRANSPORT)
    {
        *data << uint32(WorldTimer::getMSTime());                       // ms time
    }
}

void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *updateMask, Player *target) const
{
    if (!target)
        return;

    bool IsActivateToQuest = false;
    bool IsPerCasterAuraState = false;

    if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2)
    {
        if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
        {
            if (((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
                IsActivateToQuest = true;

            updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
        }
    }
    else                                                    // case UPDATETYPE_VALUES
    {
        if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
        {
            if (((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
                IsActivateToQuest = true;

            updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
            updateMask->SetBit(GAMEOBJECT_ANIMPROGRESS);
        }
    }

    MANGOS_ASSERT(updateMask && updateMask->GetCount() == m_valuesCount);

    *data << (uint8)updateMask->GetBlockCount();
    data->append(updateMask->GetMask(), updateMask->GetLength());

    // 2 specialized loops for speed optimization in non-unit case
    if (isType(TYPEMASK_UNIT))                              // unit (creature/player) case
    {
        for(uint16 index = 0; index < m_valuesCount; ++index)
        {
            if (updateMask->GetBit(index))
            {
                if (index == UNIT_NPC_FLAGS)
                {
                    uint32 appendValue = m_uint32Values[index];

                    if (GetTypeId() == TYPEID_UNIT)
                    {
                        if (appendValue & UNIT_NPC_FLAG_TRAINER)
                        {
                            if (!((Creature*)this)->IsTrainerOf(target, false))
                                appendValue &= ~UNIT_NPC_FLAG_TRAINER;
                        }

                        if (appendValue & UNIT_NPC_FLAG_STABLEMASTER)
                        {
                            if (target->getClass() != CLASS_HUNTER)
                                appendValue &= ~UNIT_NPC_FLAG_STABLEMASTER;
                        }
                    }

                    *data << uint32(appendValue);
                }
                // FIXME: Some values at server stored in float format but must be sent to client in uint32 format
                else if (index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
                {
                    // convert from float to uint32 and send
                    *data << uint32(m_floatValues[index] < 0 ? 0 : m_floatValues[index]);
                }

                // there are some float values which may be negative or can't get negative due to other checks
                else if ((index >= PLAYER_FIELD_NEGSTAT0    && index <= PLAYER_FIELD_NEGSTAT4) ||
                    (index >= PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE  && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
                    (index >= PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE  && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
                    (index >= PLAYER_FIELD_POSSTAT0    && index <= PLAYER_FIELD_POSSTAT4))
                {
                    *data << uint32(m_floatValues[index]);
                }

                // Gamemasters should be always able to select units - remove not selectable flag
                else if (index == UNIT_FIELD_FLAGS && target->isGameMaster())
                {
                    *data << (m_uint32Values[index] & ~UNIT_FLAG_NOT_SELECTABLE);
                }
                // hide lootable animation for unallowed players
                else if (index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
                {
                    if (!target->isAllowedToLoot((Creature*)this))
                        *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_LOOTABLE);
                    else
                        *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_TAPPED);
                }
                else
                {
                    // send in current format (float as float, uint32 as uint32)
                    *data << m_uint32Values[index];
                }
            }
        }
    }
    else if (isType(TYPEMASK_GAMEOBJECT))                   // gameobject case
    {
        for(uint16 index = 0; index < m_valuesCount; ++index)
        {
            if (updateMask->GetBit(index))
            {
                // send in current format (float as float, uint32 as uint32)
                if ( index == GAMEOBJECT_DYN_FLAGS )
                {
                    if (IsActivateToQuest)
                    {
                        switch(((GameObject*)this)->GetGoType())
                        {
                            case GAMEOBJECT_TYPE_QUESTGIVER:
                            case GAMEOBJECT_TYPE_CHEST:
                            case GAMEOBJECT_TYPE_GENERIC:
                            case GAMEOBJECT_TYPE_SPELL_FOCUS:
                            case GAMEOBJECT_TYPE_GOOBER:
                                *data << uint16(GO_DYNFLAG_LO_ACTIVATE);
                                *data << uint16(0);
                                break;
                            default:
                                *data << uint32(0);         // unknown, not happen.
                                break;
                        }
                    }
                    else
                        *data << uint32(0);                 // disable quest object
                }
                else
                    *data << m_uint32Values[index];         // other cases
            }
        }
    }
    else                                                    // other objects case (no special index checks)
    {
        for(uint16 index = 0; index < m_valuesCount; ++index)
        {
            if (updateMask->GetBit(index))
            {
                // send in current format (float as float, uint32 as uint32)
                *data << m_uint32Values[index];
            }
        }
    }
}

void Object::ClearUpdateMask(bool remove)
{
    if(m_uint32Values)
    {
        for( uint16 index = 0; index < m_valuesCount; ++index )
        {
            if(m_uint32Values_mirror[index]!= m_uint32Values[index])
                m_uint32Values_mirror[index] = m_uint32Values[index];
        }
    }

    if(m_objectUpdated)
    {
        if(remove)
            RemoveFromClientUpdateList();
        m_objectUpdated = false;
    }
}

bool Object::LoadValues(const char* data)
{
    if(!m_uint32Values) _InitValues();

    Tokens tokens = StrSplit(data, " ");

    if(tokens.size() != m_valuesCount)
        return false;

    Tokens::iterator iter;
    int index;
    for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index)
    {
        m_uint32Values[index] = atol((*iter).c_str());
    }

    return true;
}

void Object::_SetUpdateBits(UpdateMask *updateMask, Player* /*target*/) const
{
    for( uint16 index = 0; index < m_valuesCount; ++index )
    {
        if(m_uint32Values_mirror[index]!= m_uint32Values[index])
            updateMask->SetBit(index);
    }
}

void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const
{
    for( uint16 index = 0; index < m_valuesCount; ++index )
    {
        if(GetUInt32Value(index) != 0)
            updateMask->SetBit(index);
    }
}

void Object::SetInt32Value( uint16 index, int32 value )
{
    MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );

    if(m_int32Values[ index ] != value)
    {
        m_int32Values[ index ] = value;
        MarkForClientUpdate();
    }
}

void Object::SetUInt32Value( uint16 index, uint32 value )
{
    MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );

    if(m_uint32Values[ index ] != value)
    {
        m_uint32Values[ index ] = value;
        MarkForClientUpdate();
    }
}

void Object::SetUInt64Value( uint16 index, const uint64 &value )
{
    MANGOS_ASSERT( index + 1 < m_valuesCount || PrintIndexError( index, true ) );
    if(*((uint64*)&(m_uint32Values[ index ])) != value)
    {
        m_uint32Values[ index ] = *((uint32*)&value);
        m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1);
        MarkForClientUpdate();
    }
}

void Object::SetFloatValue( uint16 index, float value )
{
    MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );

    if(m_floatValues[ index ] != value)
    {
        m_floatValues[ index ] = value;
        MarkForClientUpdate();
    }
}

void Object::SetByteValue( uint16 index, uint8 offset, uint8 value )
{
    MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );

    if(offset > 4)
    {
        sLog.outError("Object::SetByteValue: wrong offset %u", offset);
        return;
    }

    if(uint8(m_uint32Values[ index ] >> (offset * 8)) != value)
    {
        m_uint32Values[ index ] &= ~uint32(uint32(0xFF) << (offset * 8));
        m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 8));
        MarkForClientUpdate();
    }
}

void Object::SetUInt16Value( uint16 index, uint8 offset, uint16 value )
{
    MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );

    if(offset > 2)
    {
        sLog.outError("Object::SetUInt16Value: wrong offset %u", offset);
        return;
    }

    if(uint16(m_uint32Values[ index ] >> (offset * 16)) != value)
    {
        m_uint32Values[ index ] &= ~uint32(uint32(0xFFFF) << (offset * 16));
        m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 16));
        MarkForClientUpdate();
    }
}

void Object::SetStatFloatValue( uint16 index, float value)
{
    if(value < 0)
        value = 0.0f;

    SetFloatValue(index, value);
}

void Object::SetStatInt32Value( uint16 index, int32 value)
{
    if(value < 0)
        value = 0;

    SetUInt32Value(index, uint32(value));
}

void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
{
    int32 cur = GetUInt32Value(index);
    cur += (apply ? val : -val);
    if(cur < 0)
        cur = 0;
    SetUInt32Value(index, cur);
}

void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
{
    int32 cur = GetInt32Value(index);
    cur += (apply ? val : -val);
    SetInt32Value(index, cur);
}

void Object::ApplyModSignedFloatValue(uint16 index, float  val, bool apply)
{
    float cur = GetFloatValue(index);
    cur += (apply ? val : -val);
    SetFloatValue(index, cur);
}

void Object::ApplyModPositiveFloatValue(uint16 index, float  val, bool apply)
{
    float cur = GetFloatValue(index);
    cur += (apply ? val : -val);
    if(cur < 0)
        cur = 0;
    SetFloatValue(index, cur);
}

void Object::SetFlag( uint16 index, uint32 newFlag )
{
    MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    uint32 oldval = m_uint32Values[ index ];
    uint32 newval = oldval | newFlag;

    if(oldval != newval)
    {
        m_uint32Values[ index ] = newval;
        MarkForClientUpdate();
    }
}

void Object::RemoveFlag( uint16 index, uint32 oldFlag )
{
    MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    uint32 oldval = m_uint32Values[ index ];
    uint32 newval = oldval & ~oldFlag;

    if(oldval != newval)
    {
        m_uint32Values[ index ] = newval;
        MarkForClientUpdate();
    }
}

void Object::SetByteFlag( uint16 index, uint8 offset, uint8 newFlag )
{
    MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );

    if(offset > 4)
    {
        sLog.outError("Object::SetByteFlag: wrong offset %u", offset);
        return;
    }

    if(!(uint8(m_uint32Values[ index ] >> (offset * 8)) & newFlag))
    {
        m_uint32Values[ index ] |= uint32(uint32(newFlag) << (offset * 8));
        MarkForClientUpdate();
    }
}

void Object::RemoveByteFlag( uint16 index, uint8 offset, uint8 oldFlag )
{
    MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );

    if(offset > 4)
    {
        sLog.outError("Object::RemoveByteFlag: wrong offset %u", offset);
        return;
    }

    if(uint8(m_uint32Values[ index ] >> (offset * 8)) & oldFlag)
    {
        m_uint32Values[ index ] &= ~uint32(uint32(oldFlag) << (offset * 8));
        MarkForClientUpdate();
    }
}

void Object::SetShortFlag(uint16 index, bool highpart, uint16 newFlag)
{
    MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (!(uint16(m_uint32Values[index] >> (highpart ? 16 : 0)) & newFlag))
    {
        m_uint32Values[index] |= uint32(uint32(newFlag) << (highpart ? 16 : 0));
        MarkForClientUpdate();
    }
}

void Object::RemoveShortFlag(uint16 index, bool highpart, uint16 oldFlag)
{
    MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (uint16(m_uint32Values[index] >> (highpart ? 16 : 0)) & oldFlag)
    {
        m_uint32Values[index] &= ~uint32(uint32(oldFlag) << (highpart ? 16 : 0));
        MarkForClientUpdate();
    }
}

bool Object::PrintIndexError(uint32 index, bool set) const
{
    sLog.outError("Attempt %s nonexistent value field: %u (count: %u) for object typeid: %u type mask: %u",(set ? "set value to" : "get value from"),index,m_valuesCount,GetTypeId(),m_objectType);

    // ASSERT must fail after function call
    return false;
}

void Object::BuildUpdateDataForPlayer(Player* pl, UpdateDataMapType& update_players)
{
    UpdateDataMapType::iterator iter = update_players.find(pl);

    if (iter == update_players.end())
    {
        std::pair<UpdateDataMapType::iterator, bool> p = update_players.insert( UpdateDataMapType::value_type(pl, UpdateData()) );
        MANGOS_ASSERT(p.second);
        iter = p.first;
    }

    BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
}

void Object::AddToClientUpdateList()
{
    sLog.outError("Unexpected call of Object::AddToClientUpdateList for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount);
    MANGOS_ASSERT(false);
}

void Object::RemoveFromClientUpdateList()
{
    sLog.outError("Unexpected call of Object::RemoveFromClientUpdateList for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount);
    MANGOS_ASSERT(false);
}

void Object::BuildUpdateData( UpdateDataMapType& /*update_players */)
{
    sLog.outError("Unexpected call of Object::BuildUpdateData for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount);
    MANGOS_ASSERT(false);
}

void Object::MarkForClientUpdate()
{
    if(m_inWorld)
    {
        if(!m_objectUpdated)
        {
            AddToClientUpdateList();
            m_objectUpdated = true;
        }
    }
}

WorldObject::WorldObject()
    : m_isActiveObject(false), m_currMap(NULL), m_mapId(0), m_InstanceId(0)
{
}

void WorldObject::CleanupsBeforeDelete()
{
    RemoveFromWorld();
}

void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh )
{
    Object::_Create(guidlow, 0, guidhigh);
}

void WorldObject::Relocate(float x, float y, float z, float orientation)
{
    m_position.x = x;
    m_position.y = y;
    m_position.z = z;
    m_position.o = orientation;

    if(GetTypeId()==TYPEID_PLAYER)
        ((Player*)this)->m_movementInfo.ChangePosition(x, y, z, orientation);
}

void WorldObject::Relocate(float x, float y, float z)
{
    m_position.x = x;
    m_position.y = y;
    m_position.z = z;

    if(GetTypeId()==TYPEID_PLAYER)
        ((Player*)this)->m_movementInfo.ChangePosition(x, y, z, GetOrientation());
}

void WorldObject::SetOrientation(float orientation)
{
    m_position.o = orientation;

    if(GetTypeId() == TYPEID_PLAYER)                        //FIXME: to Unit at move moveinfor to Unit
        ((Player*)this)->m_movementInfo.ChangeOrientation(orientation);
}

uint32 WorldObject::GetZoneId() const
{
    return GetTerrain()->GetZoneId(m_position.x, m_position.y, m_position.z);
}

uint32 WorldObject::GetAreaId() const
{
    return GetTerrain()->GetAreaId(m_position.x, m_position.y, m_position.z);
}

void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const
{
    GetTerrain()->GetZoneAndAreaId(zoneid, areaid, m_position.x, m_position.y, m_position.z);
}

InstanceData* WorldObject::GetInstanceData() const
{
    return GetMap()->GetInstanceData();
}

                                                            //slow
float WorldObject::GetDistance(const WorldObject* obj) const
{
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float dz = GetPositionZ() - obj->GetPositionZ();
    float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
    float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
    return ( dist > 0 ? dist : 0);
}

float WorldObject::GetDistance2d(float x, float y) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float sizefactor = GetObjectBoundingRadius();
    float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
    return ( dist > 0 ? dist : 0);
}

float WorldObject::GetDistance(float x, float y, float z) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float dz = GetPositionZ() - z;
    float sizefactor = GetObjectBoundingRadius();
    float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
    return ( dist > 0 ? dist : 0);
}

float WorldObject::GetDistance2d(const WorldObject* obj) const
{
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
    float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
    return ( dist > 0 ? dist : 0);
}

float WorldObject::GetDistanceZ(const WorldObject* obj) const
{
    float dz = fabs(GetPositionZ() - obj->GetPositionZ());
    float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
    float dist = dz - sizefactor;
    return ( dist > 0 ? dist : 0);
}

bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist2compare) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float dz = GetPositionZ() - z;
    float distsq = dx*dx + dy*dy + dz*dz;

    float sizefactor = GetObjectBoundingRadius();
    float maxdist = dist2compare + sizefactor;

    return distsq < maxdist * maxdist;
}

bool WorldObject::IsWithinDist2d(float x, float y, float dist2compare) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float distsq = dx*dx + dy*dy;

    float sizefactor = GetObjectBoundingRadius();
    float maxdist = dist2compare + sizefactor;

    return distsq < maxdist * maxdist;
}

bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const
{
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float distsq = dx*dx + dy*dy;
    if(is3D)
    {
        float dz = GetPositionZ() - obj->GetPositionZ();
        distsq += dz*dz;
    }
    float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
    float maxdist = dist2compare + sizefactor;

    return distsq < maxdist * maxdist;
}

bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
{
    if (!IsInMap(obj)) return false;
    float ox,oy,oz;
    obj->GetPosition(ox,oy,oz);
    return(IsWithinLOS(ox, oy, oz ));
}

bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const
{
    float x,y,z;
    GetPosition(x,y,z);
    VMAP::IVMapManager *vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
    return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);
}

bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const
{
    float dx1 = GetPositionX() - obj1->GetPositionX();
    float dy1 = GetPositionY() - obj1->GetPositionY();
    float distsq1 = dx1*dx1 + dy1*dy1;
    if(is3D)
    {
        float dz1 = GetPositionZ() - obj1->GetPositionZ();
        distsq1 += dz1*dz1;
    }

    float dx2 = GetPositionX() - obj2->GetPositionX();
    float dy2 = GetPositionY() - obj2->GetPositionY();
    float distsq2 = dx2*dx2 + dy2*dy2;
    if(is3D)
    {
        float dz2 = GetPositionZ() - obj2->GetPositionZ();
        distsq2 += dz2*dz2;
    }

    return distsq1 < distsq2;
}

bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const
{
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float distsq = dx*dx + dy*dy;
    if(is3D)
    {
        float dz = GetPositionZ() - obj->GetPositionZ();
        distsq += dz*dz;
    }

    float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();

    // check only for real range
    if(minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if(distsq < mindist * mindist)
            return false;
    }

    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}

bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float distsq = dx*dx + dy*dy;

    float sizefactor = GetObjectBoundingRadius();

    // check only for real range
    if(minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if(distsq < mindist * mindist)
            return false;
    }

    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}

bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float dz = GetPositionZ() - z;
    float distsq = dx*dx + dy*dy + dz*dz;

    float sizefactor = GetObjectBoundingRadius();

    // check only for real range
    if(minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if(distsq < mindist * mindist)
            return false;
    }

    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}

float WorldObject::GetAngle(const WorldObject* obj) const
{
    if(!obj) return 0;
    return GetAngle( obj->GetPositionX(), obj->GetPositionY() );
}

// Return angle in range 0..2*pi
float WorldObject::GetAngle( const float x, const float y ) const
{
    float dx = x - GetPositionX();
    float dy = y - GetPositionY();

    float ang = atan2(dy, dx);
    ang = (ang >= 0) ? ang : 2 * M_PI_F + ang;
    return ang;
}

bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
{
    // always have self in arc
    if(obj == this)
        return true;

    float arc = arcangle;

    // move arc to range 0.. 2*pi
    arc = MapManager::NormalizeOrientation(arc);

    float angle = GetAngle( obj );
    angle -= m_position.o;

    // move angle to range -pi ... +pi
    angle = MapManager::NormalizeOrientation(angle);
    if(angle > M_PI_F)
        angle -= 2.0f*M_PI_F;

    float lborder =  -1 * (arc/2.0f);                       // in range -pi..0
    float rborder = (arc/2.0f);                             // in range 0..pi
    return (( angle >= lborder ) && ( angle <= rborder ));
}

bool WorldObject::isInFrontInMap(WorldObject const* target, float distance,  float arc) const
{
    return IsWithinDistInMap(target, distance) && HasInArc( arc, target );
}

bool WorldObject::isInBackInMap(WorldObject const* target, float distance, float arc) const
{
    return IsWithinDistInMap(target, distance) && !HasInArc( 2 * M_PI_F - arc, target );
}

bool WorldObject::isInFront(WorldObject const* target, float distance,  float arc) const
{
    return IsWithinDist(target, distance) && HasInArc( arc, target );
}

bool WorldObject::isInBack(WorldObject const* target, float distance, float arc) const
{
    return IsWithinDist(target, distance) && !HasInArc( 2 * M_PI_F - arc, target );
}

void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const
{
    if(distance == 0)
    {
        rand_x = x;
        rand_y = y;
        rand_z = z;
        return;
    }

    // angle to face `obj` to `this`
    float angle = rand_norm_f()*2*M_PI_F;
    float new_dist = rand_norm_f()*distance;

    rand_x = x + new_dist * cos(angle);
    rand_y = y + new_dist * sin(angle);
    rand_z = z;

    MaNGOS::NormalizeMapCoord(rand_x);
    MaNGOS::NormalizeMapCoord(rand_y);
    UpdateGroundPositionZ(rand_x,rand_y,rand_z);            // update to LOS height if available
}

void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
{
    float new_z = GetTerrain()->GetHeight(x,y,z,true);
    if(new_z > INVALID_HEIGHT)
        z = new_z+ 0.05f;                                   // just to be sure that we are not a few pixel under the surface
}

void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
{
    switch (GetTypeId())
    {
        case TYPEID_UNIT:
        {
            // non fly unit don't must be in air
            // non swim unit must be at ground (mostly speedup, because it don't must be in water and water level check less fast
            if (!((Creature const*)this)->CanFly())
            {
                bool canSwim = ((Creature const*)this)->CanSwim();
                float ground_z = z;
                float max_z = GetTerrain()->GetWaterOrGroundLevel(x, y, z, &ground_z, (canSwim && !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK)));

                if (max_z > INVALID_HEIGHT)
                {
                    if (max_z != ground_z && z > max_z)
                        z = max_z;
                    else if (z < ground_z)
                        z = ground_z;
                }
            }
            else
            {
                float ground_z = GetTerrain()->GetHeight(x, y, z, true);
                if (z < ground_z)
                    z = ground_z;
            }
            break;
        }
        case TYPEID_PLAYER:
        {
            // for server controlled moves playr work same as creature (but it can always swim)
            {
                float ground_z = z;
                float max_z = GetTerrain()->GetWaterOrGroundLevel(x, y, z, &ground_z, !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK));
                if (max_z > INVALID_HEIGHT)
                {
                    if (z > max_z)
                        z = max_z;
                    else if (z < ground_z)
                        z = ground_z;
                }
            }
            break;
        }
        default:
        {
            float ground_z = GetTerrain()->GetHeight(x, y, z, true);
            if(ground_z > INVALID_HEIGHT)
                z = ground_z;
            break;
        }
    }
}

bool WorldObject::IsPositionValid() const
{
    return MaNGOS::IsValidMapCoord(m_position.x,m_position.y,m_position.z,m_position.o);
}

void WorldObject::MonsterSay(const char* text, uint32 language, Unit* target)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data, GetObjectGuid(), CHAT_MSG_MONSTER_SAY, text, language, GetName(), target ? target->GetObjectGuid() : ObjectGuid(), target ? target->GetName() : "");
    SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY),true);
}

void WorldObject::MonsterYell(const char* text, uint32 language, Unit* target)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data, GetObjectGuid(), CHAT_MSG_MONSTER_YELL, text, language, GetName(), target ? target->GetObjectGuid() : ObjectGuid(), target ? target->GetName() : "");
    SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL),true);
}

void WorldObject::MonsterTextEmote(const char* text, Unit* target, bool IsBossEmote)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data, GetObjectGuid(), IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, text, LANG_UNIVERSAL,
        GetName(), target ? target->GetObjectGuid() : ObjectGuid(), target ? target->GetName() : "");
    SendMessageToSetInRange(&data, sWorld.getConfig(IsBossEmote ? CONFIG_FLOAT_LISTEN_RANGE_YELL : CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE), true);
}

void WorldObject::MonsterWhisper(const char* text, Unit* target, bool IsBossWhisper)
{
    if (!target || target->GetTypeId() != TYPEID_PLAYER)
        return;

    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data, GetObjectGuid(), IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER, text, LANG_UNIVERSAL,
        GetName(), target->GetObjectGuid(), target->GetName());
    ((Player*)target)->GetSession()->SendPacket(&data);
}

namespace MaNGOS
{
    class MonsterChatBuilder
    {
        public:
            MonsterChatBuilder(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, Unit* target)
                : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language), i_target(target) {}
            void operator()(WorldPacket& data, int32 loc_idx)
            {
                char const* text = sObjectMgr.GetMangosString(i_textId,loc_idx);

                // TODO : Add support for localising emotes
                if(i_msgtype != CHAT_MSG_MONSTER_EMOTE && i_msgtype != CHAT_TYPE_BOSS_EMOTE)
                    WorldObject::BuildMonsterChat(&data, i_object.GetObjectGuid(), i_msgtype, text, i_language, i_object.GetNameForLocaleIdx(loc_idx), i_target ? i_target->GetObjectGuid() : ObjectGuid(), i_target ? i_target->GetNameForLocaleIdx(loc_idx) : "");
            }

        private:
            WorldObject const& i_object;
            ChatMsg i_msgtype;
            int32 i_textId;
            uint32 i_language;
            Unit* i_target;
    };
}                                                           // namespace MaNGOS

void WorldObject::MonsterSay(int32 textId, uint32 language, Unit* target)
{
    float range = sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY);
    MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, textId, language, target);
    MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
    MaNGOS::CameraDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this, range, say_do);
    Cell::VisitWorldObjects(this, say_worker, range);
}

void WorldObject::MonsterYell(int32 textId, uint32 language, Unit* target)
{
    float range = sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL);
    MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId, language, target);
    MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
    MaNGOS::CameraDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,range,say_do);
    Cell::VisitWorldObjects(this, say_worker, range);
}

void WorldObject::MonsterYellToZone(int32 textId, uint32 language, Unit* target)
{
    MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId, language, target);
    MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);

    uint32 zoneid = GetZoneId();

    Map::PlayerList const& pList = GetMap()->GetPlayers();
    for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
        if(itr->getSource()->GetZoneId()==zoneid)
            say_do(itr->getSource());
}

void WorldObject::MonsterTextEmote(int32 textId, Unit* target, bool IsBossEmote)
{
    float range = sWorld.getConfig(IsBossEmote ? CONFIG_FLOAT_LISTEN_RANGE_YELL : CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE);

    MaNGOS::MonsterChatBuilder say_build(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId, LANG_UNIVERSAL, target);
    MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
    MaNGOS::CameraDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,range,say_do);
    Cell::VisitWorldObjects(this, say_worker, range);
}

void WorldObject::MonsterWhisper(int32 textId, Unit* target, bool IsBossWhisper)
{
    if (!target || target->GetTypeId() != TYPEID_PLAYER)
        return;

    uint32 loc_idx = ((Player*)target)->GetSession()->GetSessionDbLocaleIndex();
    char const* text = sObjectMgr.GetMangosString(textId, loc_idx);

    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data, GetObjectGuid(), IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER, text, LANG_UNIVERSAL,
        GetNameForLocaleIdx(loc_idx), target->GetObjectGuid(), "");

    ((Player*)target)->GetSession()->SendPacket(&data);
}

void WorldObject::BuildMonsterChat(WorldPacket *data, ObjectGuid senderGuid, uint8 msgtype, char const* text, uint32 language, char const* name, ObjectGuid targetGuid, char const* targetName)
{
    bool isEmote = false;

    if(msgtype == CHAT_MSG_MONSTER_EMOTE || msgtype == CHAT_MSG_RAID_BOSS_EMOTE)
        isEmote = true;

    *data << uint8(msgtype);
    *data << uint32(language);
    if(!isEmote) //Sending this for CHAT_MSG_MONSTER_EMOTE breaks the packet
        *data << uint64(senderGuid);
    *data << uint32(strlen(name)+1);
    *data << name;
    *data << ObjectGuid(targetGuid);                        // Unit Target
    if (targetGuid && !targetGuid.IsPlayer())
    {
        *data << uint32(strlen(targetName)+1);              // target name length
        *data << targetName;                                // target name
    }
    *data << (uint32)(strlen(text)+1+(isEmote ? 3 : 0));
    if(isEmote)
        data->append("%s ", 3);
    *data << text;
    *data << (uint8)0;                                      // ChatTag
}

void WorldObject::SendMessageToSet(WorldPacket *data, bool /*bToSelf*/)
{
    //if object is in world, map for it already created!
    if (IsInWorld())
        GetMap()->MessageBroadcast(this, data);
}

void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/)
{
    //if object is in world, map for it already created!
    if (IsInWorld())
        GetMap()->MessageDistBroadcast(this, data, dist);
}

void WorldObject::SendMessageToSetExcept(WorldPacket *data, Player const* skipped_receiver)
{
    //if object is in world, map for it already created!
    if (IsInWorld())
    {
        MaNGOS::MessageDelivererExcept notifier(data, skipped_receiver);
        Cell::VisitWorldObjects(this, notifier, GetMap()->GetVisibilityDistance());
    }
}

void WorldObject::SendObjectDeSpawnAnim(ObjectGuid guid)
{
    WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
    data << ObjectGuid(guid);
    SendMessageToSet(&data, true);
}

void WorldObject::SendGameObjectCustomAnim(ObjectGuid guid)
{
    WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM, 8+4);
    data << ObjectGuid(guid);
    data << uint32(0);                                      // not known what this is
    SendMessageToSet(&data, true);
}

void WorldObject::SetMap(Map * map)
{
    MANGOS_ASSERT(map);
    m_currMap = map;
    //lets save current map's Id/instanceId
    m_mapId = map->GetId();
    m_InstanceId = map->GetInstanceId();
}

TerrainInfo const* WorldObject::GetTerrain() const
{
    MANGOS_ASSERT(m_currMap);
    return m_currMap->GetTerrain();
}

void WorldObject::AddObjectToRemoveList()
{
    GetMap()->AddObjectToRemoveList(this);
}

Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime, bool asActiveObject)
{
    CreatureInfo const *cinfo = ObjectMgr::GetCreatureTemplate(id);
    if(!cinfo)
    {
        sLog.outErrorDb("WorldObject::SummonCreature: Creature (Entry: %u) not existed for summoner: %s. ", id, GetGuidStr().c_str());
        return NULL;
    }

    TemporarySummon* pCreature = new TemporarySummon(GetObjectGuid());

    Team team = TEAM_NONE;
    if (GetTypeId()==TYPEID_PLAYER)
        team = ((Player*)this)->GetTeam();

    CreatureCreatePos pos(GetMap(), x, y, z, ang);

    if (x == 0.0f && y == 0.0f && z == 0.0f)
        pos = CreatureCreatePos(this, GetOrientation(), CONTACT_DISTANCE, ang);

    if (!pCreature->Create(GetMap()->GenerateLocalLowGuid(cinfo->GetHighGuid()), pos, cinfo, team))
    {
        delete pCreature;
        return NULL;
    }

    pCreature->SetSummonPoint(pos);

    // Active state set before added to map
    pCreature->SetActiveObjectState(asActiveObject);

    pCreature->Summon(spwtype, despwtime);

    if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->AI())
        ((Creature*)this)->AI()->JustSummoned(pCreature);

    // return the creature therewith the summoner has access to it
    return pCreature;
}

namespace MaNGOS
{
    class NearUsedPosDo
    {
        public:
            NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
                : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}

            void operator()(Corpse*) const {}
            void operator()(DynamicObject*) const {}

            void operator()(Creature* c) const
            {
                // skip self or target
                if(c==i_searcher || c==&i_object)
                    return;

                float x,y,z;

                if( !c->isAlive() || c->hasUnitState(UNIT_STAT_NOT_MOVE) ||
                    !c->GetMotionMaster()->GetDestination(x,y,z) )
                {
                    x = c->GetPositionX();
                    y = c->GetPositionY();

                    add(c,x,y);
                }
            }

            template<class T>
                void operator()(T* u) const
            {
                // skip self or target
                if(u==i_searcher || u==&i_object)
                    return;

                float x,y;

                x = u->GetPositionX();
                y = u->GetPositionY();

                add(u,x,y);
            }

            // we must add used pos that can fill places around center
            void add(WorldObject* u, float x, float y) const
            {
                // u is too nearest/far away to i_object
                if(!i_object.IsInRange2d(x,y,i_selector.m_dist - i_selector.m_size,i_selector.m_dist + i_selector.m_size))
                    return;

                float angle = i_object.GetAngle(u)-i_angle;

                // move angle to range -pi ... +pi
                while( angle > M_PI_F)
                    angle -= 2.0f * M_PI_F;
                while(angle < -M_PI_F)
                    angle += 2.0f * M_PI_F;

                // dist include size of u
                float dist2d = i_object.GetDistance2d(x,y);
                i_selector.AddUsedPos(u->GetObjectBoundingRadius(), angle, dist2d + i_object.GetObjectBoundingRadius());
            }
        private:
            WorldObject const& i_object;
            WorldObject const* i_searcher;
            float              i_angle;
            ObjectPosSelector& i_selector;
    };
}                                                           // namespace MaNGOS

//===================================================================================================

void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
{
    x = GetPositionX() + (GetObjectBoundingRadius() + distance2d) * cos(absAngle);
    y = GetPositionY() + (GetObjectBoundingRadius() + distance2d) * sin(absAngle);

    MaNGOS::NormalizeMapCoord(x);
    MaNGOS::NormalizeMapCoord(y);
}

void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_bounding_radius, float distance2d, float absAngle) const
{
    GetNearPoint2D(x, y, distance2d+searcher_bounding_radius, absAngle);
    z = GetPositionZ();

    // if detection disabled, return first point
    if(!sWorld.getConfig(CONFIG_BOOL_DETECT_POS_COLLISION))
    {
        if (searcher)
            searcher->UpdateAllowedPositionZ(x,y,z);        // update to LOS height if available
        else
            UpdateGroundPositionZ(x,y,z);
        return;
    }

    // or remember first point
    float first_x = x;
    float first_y = y;
    bool first_los_conflict = false;                        // first point LOS problems

    // prepare selector for work
    ObjectPosSelector selector(GetPositionX(), GetPositionY(), GetObjectBoundingRadius(), distance2d+searcher_bounding_radius);

    // adding used positions around object
    {
        MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector);
        MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo> worker(u_do);

        Cell::VisitAllObjects(this, worker, distance2d);
    }

    // maybe can just place in primary position
    if( selector.CheckOriginal() )
    {
        if (searcher)
            searcher->UpdateAllowedPositionZ(x,y,z);        // update to LOS height if available
        else
            UpdateGroundPositionZ(x,y,z);

        if(IsWithinLOS(x,y,z))
            return;

        first_los_conflict = true;                          // first point have LOS problems
    }

    float angle;                                            // candidate of angle for free pos

    // special case when one from list empty and then empty side preferred
    if(selector.FirstAngle(angle))
    {
        GetNearPoint2D(x,y,distance2d,absAngle+angle);
        z = GetPositionZ();

        if (searcher)
            searcher->UpdateAllowedPositionZ(x,y,z);        // update to LOS height if available
        else
            UpdateGroundPositionZ(x,y,z);

        if(IsWithinLOS(x,y,z))
            return;
    }

    // set first used pos in lists
    selector.InitializeAngle();

    // select in positions after current nodes (selection one by one)
    while(selector.NextAngle(angle))                        // angle for free pos
    {
        GetNearPoint2D(x,y,distance2d,absAngle+angle);
        z = GetPositionZ();

        if (searcher)
            searcher->UpdateAllowedPositionZ(x,y,z);        // update to LOS height if available
        else
            UpdateGroundPositionZ(x,y,z);

        if(IsWithinLOS(x,y,z))
            return;
    }

    // BAD NEWS: not free pos (or used or have LOS problems)
    // Attempt find _used_ pos without LOS problem

    if(!first_los_conflict)
    {
        x = first_x;
        y = first_y;

        if (searcher)
            searcher->UpdateAllowedPositionZ(x,y,z);        // update to LOS height if available
        else
            UpdateGroundPositionZ(x,y,z);
        return;
    }

    // special case when one from list empty and then empty side preferred
    if( selector.IsNonBalanced() )
    {
        if(!selector.FirstAngle(angle))                     // _used_ pos
        {
            GetNearPoint2D(x,y,distance2d,absAngle+angle);
            z = GetPositionZ();

            if (searcher)
                searcher->UpdateAllowedPositionZ(x,y,z);        // update to LOS height if available
            else
                UpdateGroundPositionZ(x,y,z);

            if(IsWithinLOS(x,y,z))
                return;
        }
    }

    // set first used pos in lists
    selector.InitializeAngle();

    // select in positions after current nodes (selection one by one)
    while(selector.NextUsedAngle(angle))                    // angle for used pos but maybe without LOS problem
    {
        GetNearPoint2D(x,y,distance2d,absAngle+angle);
        z = GetPositionZ();

        if (searcher)
            searcher->UpdateAllowedPositionZ(x,y,z);        // update to LOS height if available
        else
            UpdateGroundPositionZ(x,y,z);

        if(IsWithinLOS(x,y,z))
            return;
    }

    // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
    x = first_x;
    y = first_y;

    if (searcher)
        searcher->UpdateAllowedPositionZ(x,y,z);            // update to LOS height if available
    else
        UpdateGroundPositionZ(x,y,z);
}

void WorldObject::PlayDistanceSound( uint32 sound_id, Player* target /*= NULL*/ )
{
    WorldPacket data(SMSG_PLAY_OBJECT_SOUND,4+8);
    data << uint32(sound_id);
    data << GetObjectGuid();
    if (target)
        target->SendDirectMessage( &data );
    else
        SendMessageToSet( &data, true );
}

void WorldObject::PlayDirectSound( uint32 sound_id, Player* target /*= NULL*/ )
{
    WorldPacket data(SMSG_PLAY_SOUND, 4);
    data << uint32(sound_id);
    if (target)
        target->SendDirectMessage( &data );
    else
        SendMessageToSet( &data, true );
}

void WorldObject::UpdateVisibilityAndView()
{
    GetViewPoint().Call_UpdateVisibilityForOwner();
    UpdateObjectVisibility();
    GetViewPoint().Event_ViewPointVisibilityChanged();
}

void WorldObject::UpdateObjectVisibility()
{
    CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
    Cell cell(p);

    GetMap()->UpdateObjectVisibility(this, cell, p);
}

void WorldObject::AddToClientUpdateList()
{
    GetMap()->AddUpdateObject(this);
}

void WorldObject::RemoveFromClientUpdateList()
{
    GetMap()->RemoveUpdateObject(this);
}

struct WorldObjectChangeAccumulator
{
    UpdateDataMapType &i_updateDatas;
    WorldObject &i_object;
    WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d) : i_updateDatas(d), i_object(obj)
    {
        // send self fields changes in another way, otherwise
        // with new camera system when player's camera too far from player, camera wouldn't receive packets and changes from player
        if(i_object.isType(TYPEMASK_PLAYER))
            i_object.BuildUpdateDataForPlayer((Player*)&i_object, i_updateDatas);
    }

    void Visit(CameraMapType &m)
    {
        for(CameraMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
        {
            Player* owner = iter->getSource()->GetOwner();
            if(owner != &i_object && owner->HaveAtClient(&i_object))
                i_object.BuildUpdateDataForPlayer(owner, i_updateDatas);
        }
    }

    template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
};

void WorldObject::BuildUpdateData( UpdateDataMapType & update_players)
{
    WorldObjectChangeAccumulator notifier(*this, update_players);
    Cell::VisitWorldObjects(this, notifier, GetMap()->GetVisibilityDistance());

    ClearUpdateMask(false);
}

bool WorldObject::IsControlledByPlayer() const
{
    switch (GetTypeId())
    {
        case TYPEID_GAMEOBJECT:
            return ((GameObject*)this)->GetOwnerGuid().IsPlayer();
        case TYPEID_UNIT:
        case TYPEID_PLAYER:
            return ((Unit*)this)->IsCharmerOrOwnerPlayerOrPlayerItself();
        case TYPEID_DYNAMICOBJECT:
            return ((DynamicObject*)this)->GetCasterGuid().IsPlayer();
        case TYPEID_CORPSE:
            return true;
        default:
            return false;
    }
}

bool WorldObject::PrintCoordinatesError(float x, float y, float z, char const* descr) const
{
    sLog.outError("%s with invalid %s coordinates: mapid = %uu, x = %f, y = %f, z = %f", GetGuidStr().c_str(), descr, GetMapId(), x, y, z);
    return false;                                           // always false for continue assert fail
}

void WorldObject::SetActiveObjectState(bool active)
{
    if (m_isActiveObject == active || (isType(TYPEMASK_PLAYER) && !active))  // player shouldn't became inactive, never
        return;

    if (IsInWorld() && !isType(TYPEMASK_PLAYER))
        // player's update implemented in a different from other active worldobject's way
        // it's considired to use generic way in future
    {
        if (isActiveObject() && !active)
            GetMap()->RemoveFromActive(this);
        else if (!isActiveObject() && active)
            GetMap()->AddToActive(this);
    }
    m_isActiveObject = active;
}
